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[ST] Kharkov: Part 2


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Gnomon #1 Posted Oct 18 2018 - 22:23

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Hey, everyone!

 

Today, we’re starting the Supertest of two modified Kharkov map prototypes. Both have their playable parts enlarged, and this should make the map more enjoyable to play on vehicles of every class and tier.


The Supertest versions differ in both city and open parts.


One version has fewer passages and shoot-throughs in the city area. These changes are to facilitate navigation and make the zone for heavily armored brawlers more pronounced. The open part was enlarged here. It has more cover and shoot-throughs.

 

The second prototype is closer to the original in the city. The amount of passages is almost the same save for the central square. The open part of the map has a varied landscape: flat parts good for sniping, and hills suitable for active spotting and gun-depression-based play.

 

Kharkov

 

The prototypes’ eventual fate will be decided by test results and your feedback. Follow the news and best of luck in every battle!



CynicalDutchie #2 Posted Oct 18 2018 - 22:29

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I made a thread about this 2 hours ago: http://forum.worldof...8#entry11844728

 

Overall the consensus seems to be: throw version 1 in the trash and burn it, use version 2.

 

View PostCynicalDutchie, on Oct 18 2018 - 20:37, said:

Since the WGA staff is always slower than the LATAM staff for some reason:

 

https://ritastatusre...ertest-kharkov/

 

2 versions of Kharkov (or kjarkjif if you're quickybaby) are currently in supertest. Version 1 is the awful, completely ruined version they pitched back when they first removed it. I really hope this version doesn't make it into the game. They completely closed of the middle city block for some reason because why wouldn't you remove the most interesting part of the map right? They also added a big ol' death zone of a field that no one in their right mind would use because WG refuses to fix broken mechanics like arty or the powercreep of high alpha guns.

 

However, the second version will see the city part mostly unchanged. The western part is probably way too exposed due to the aforementioned broken mechanics and the gap between the spawn and the city circle should be less exposed to allow tanks to cross without being crapped on but the middle part seems to be the same as it always was.

 

The field also seems way less exposed than version 1 which is good but it is still too exposed to make it viable. I'm also guessing by the color coding that the white buildings on the mini map are destructible. Not sure why as this defeats the purpose of cover but WG works in mysterious ways. Adding more solid cover would make this area a lot more interesting and usable as it would reduce the risk of getting cancered on which is always a good thing.

 

Not sure why WG insists on adding big open death zones on all their maps, sure they work at T1 where everyone has crap for vr. At T10 however, where everyone has maxed vr you'll just get spotted and then crippled by some idiot with a 1k alpha TD camping base. And let's not forget the camping prevention units that will swiftly punish you for not camping base.

 

What we need is bigger maps with less open space negating the effect arty and base camping TDs have on the game. Adding ambush areas for lightly armored TDs isn't necessarily a bad thing but these huge open death zones serve no purpose and surely there is a better way to make tanks like Grille and STRV usable.

 



nasfan #3 Posted Oct 18 2018 - 22:38

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View PostCynicalDutchie, on Oct 18 2018 - 15:29, said:

I made a thread about this 2 hours ago: http://forum.worldof...8#entry11844728

 

Overall the consensus seems to be: throw version 1 in the trash and burn it, use version 2.

 

 

 

​I'm with Dutch.  Version 1 looks awful.  It doesn't take a rocket scientist to figure that one out.  What is there to test?

TouchingPermanently #4 Posted Oct 18 2018 - 23:09

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wait a second, You mean for 1st version there is no cover for heavies meaning TDs and arties heaven? No I don't like it. 

Mikosah #5 Posted Oct 18 2018 - 23:14

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The second version certainly does look more developed, though to be devil's advocate I have to ask why the Siegfried-esque barrier running down the center? Is it passable? If not, then I hope that they make it so. Otherwise we get a split map like Erlenberg or Ensk that only gives you access to one half at a time. 

BabA_YA6A #6 Posted Oct 19 2018 - 00:12

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All the maps wargaming removed in the past the crappiest ones coming all back.

Good job wargaming for not listening to anybody as usual..."NOT"!!!

 



Benjeeh_CA #7 Posted Oct 19 2018 - 14:19

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View PostBabA_YA6A, on Oct 18 2018 - 15:12, said:

All the maps wargaming removed in the past the crappiest ones coming all back.

Good job wargaming for not listening to anybody as usual..."NOT"!!!

 

 

maybe you dont like it but I did I also enjoy Paris and minsk

 

The second test of the map I hope doesnt go through it looks like ruinberg  on the left and murovanka on the right



FrozenKemp #8 Posted Oct 19 2018 - 15:02

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#2 is obviously better.  Do we need to play through it on SuperTest in order to give feedback that you will pass on to HQ? 

moogleslam #9 Posted Oct 19 2018 - 17:11

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Any timeline for when we might see this in a patch?  How about the reworked Ghost Town?  How about the other 14 unique maps that were removed from the game and not returned?

 

Also, how about other maps that are in development like Lillehammer, Seaport, the two unnamed new Grand Battles maps, Guilin, Airport, and Berlin.  It seems we see a lot of new maps in ST, and then never hear any more for ages (or ever).

 

There's also been further tweaks to Fjords & Fisherman's Bay.  Any update on those?  Next major patch?

 



JLdragon #10 Posted Oct 19 2018 - 17:37

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Ok, I guess I'll State the obvious..  5- 10 line.. RUINBERG.. 1-4 line.. OLD ERLENBURG.. how can you not see the obvious similarities....

Is this really the best you guys can do?????

Yet another cloned map layout, just with some dollar special glitter sprinkles to make it appear slightly different and give it a different name... 

You guys have us Minsk and damn it's a beautiful fully playable map across the board then ya try to slip this by us???



AZandEL #11 Posted Oct 20 2018 - 23:25

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View PostGnomon, on Oct 18 2018 - 21:23, said:

Hey, everyone!

 

Today, we’re starting the Supertest of two modified Kharkov map prototypes. Both have their playable parts enlarged, and this should make the map more enjoyable to play on vehicles of every class and tier.


The Supertest versions differ in both city and open parts.


One version has fewer passages and shoot-throughs in the city area. These changes are to facilitate navigation and make the zone for heavily armored brawlers more pronounced. The open part was enlarged here. It has more cover and shoot-throughs.

 

The second prototype is closer to the original in the city. The amount of passages is almost the same save for the central square. The open part of the map has a varied landscape: flat parts good for sniping, and hills suitable for active spotting and gun-depression-based play.

 

Kharkov

 

The prototypes’ eventual fate will be decided by test results and your feedback. Follow the news and best of luck in every battle!

 

When is WG deleting the out of date 600x600 maps (Ensk Himmels Mines) or  restricting them to tier V or below, or reworking them to 1000x1000? All three could probably be expanded to 1000x1000. Ditto Province. More maps in the rotation is always better IMO but please give us some room to play.

Edited by AZandEL, Oct 20 2018 - 23:26.


Junbeyn #12 Posted Oct 24 2018 - 09:31

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There is no option between the two choices. Version two.

 

Version one is EVERYTHING WRONG with map design. It will be a boring campfest with absolutely no incentive to push what so ever.

 

Keep it as close to the original map as possible. And for the love of god do NOT block off the center building complex.

 


Edited by Noivy, Oct 24 2018 - 09:33.





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